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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Captain
![]() Join Date: Oct 2004
Location: AZ & DC
Posts: 487
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Just downloaded and started playing the New Playable Subs Mod at the Beginner level. I was playing Red Storm Rising 1987 (Free Roam) and followed the tasking to Greminka where I picked up a Foxtrot escorting an SSBN. Took them both out with my Improved Virginia Class sub.
Both times I played this scenario, a 4-engine MARPAT was present. Both times he found me and dropped a torpedo that seemed very targeting on me. As I went to flank, I dropped a noise-maker to pick-up speed and I would do knuckles to leave a disturbance but, the torpedo went straight through both tactics. The second time, when he went through the noise maker, I decided to do a knuckle and change depth heading as fast as I could. That worked, but he came around fast and hit me. Each time I limped and another torpedo just did the same thing. Straight at me and I did not have the speed to really maneuver. I thought it as being over-capable UGMT-1 torpedoes coming from the MARPATs. On one of the two campaigns, the Foxtrot got some torpedoes off and they went into snake patterns that I evaded fairly easily. The UGMT-1, after entering the water, I believe, just started a circle and then detected me and came straight on. I understand if sea-launched torpedoes are wire-guided, but I don't think air-dropped torpedoes should. To answer your questions: - What difficulty are you playing on? Beginner - Russian MARPAT (4-Engine) dropped the torpedo - Enemy subs dead, just the Russian MARPAT Aircraft. It dropped the UGMT-1 torpedoes. Anyway, any help would be appreciated. I hope all is clear. |
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#2 |
Commander
![]() Join Date: May 2001
Location: At sea (again)
Posts: 457
Downloads: 43
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Just thought i'd clarify with regards to the mod...
Helix - wp_umgt-1 - WireGuided=FALSE Hormone - wp_umgt-1 - WireGuided=FALSE Hormone (68) - wp_at-1 - WireGuided=FALSE Haze - wp_umgt-1 - WireGuided=FALSE SH60B - usn_mk46 - WireGuided=FALSE SH60F - usn_mk50 - WireGuided=FALSE SH2F (early) - usn_mk46_early - WireGuided=FALSE SH3D - usn_mk46_early -WireGuided=FALSE SH2F (late) - usn_mk46 - WireGuided=FALSE SH3D (late) - usn_mk46 - WireGuided=FALSE TU-142 Bear - wp_umgt-11 - WireGuided=FALSE IL-38 May - wp_umgt-1 - WireGuided=FALSE P3A - usn_mk46_ealry - WireGuided=FALSE P3C - usn_mk46 - WireGuided=FALSE IL-38 May (68) = wp_at-2 - WireGuided=FALSE BE-12 Mail - wp_at-2 - WireGuided=FALSE This is a list of all aircraft currently within the MOD. So, as you can see none of the torps used by the MODS aircraft are set for wire-guidance.
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#3 |
Captain
![]() Join Date: Oct 2004
Location: AZ & DC
Posts: 487
Downloads: 48
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Thank-you.
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#4 |
Cold Waters Developer
Join Date: Aug 2012
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Issue resolved?
We read this thread but can't support modded content as we don't know what has been changed.
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#5 |
Captain
![]() Join Date: Oct 2004
Location: AZ & DC
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I looked in the default and override.txt files and found in the default...weapons.txt file or aircraft file that it specifically says "=false" for wire-guiding, but in the override version, it does not specifically say.
I actually have not gone back to that campaign, mostly because it has no variance or randomness. It really is just one mission in vicinity of Greminka. I guess I could try it again, but I am working "1984" now and not noticing it. |
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